Heres a design proposal for a Babylon 5 mod for Final Frontier. I know nothing about modding, especially modding a mod. I know there are people out there who can do this and I envy them. I feel this would be a worthy mod to FF if we can get it off the ground and generate enough interest in making it work. Most of the information presented is available online on various Babylon 5 websites and I have also used the B5 CCG as an extra source of material. There are a number of ways of approaching this mod. One is for the 4 major races (Narn, Human, Minbari & Centauri) to start off on an equal footing, allowing for solo or multi player games or as a single player Scenario with the Humans as the player race against the rest of the universe. My proposal has gone for the equal footing option.
Maps
The standard map generator for FF is should be sufficient for our needs with only some minor changes.
The map would need to be fixed, no x or y wrap around. The map edges would simulate the Rim of Space thus; any ships going Beyond the Rim are lost.
Asteroid fields should be treated in a similar manner to forests in standard CivIV. A mining ship would go out to the asteroid field and spend a number of turns there before returning or travelling on to another star system to offload its cargo where it is turned into hammers. If a resource is found in an asteroid field the mining ship can construct a mining facility which would consume the unit.
Resources
Resources can be found on the planets as well as in asteroid fields and should include: -
Iron
Titanium
Gold
Silver
Platinum
Crystal Data storage
Water - Gives 2 resources, Hydrogen and Oxygen
Quantium 40 Required to power Jump gate
Civilisations
Each Civilisation will have its UU as a flagship of which only one can be built at a time
Earth Alliance
Leaders: William Morgan Clark, John Sheridan, Jeffrey Sinclair
UU: Either The Alexander or The Agamemnon
Planets: Earth, Mars, Io, Proxima III, Orion VII, Tau Ceti IV, Deneb IV, and Arisa
(I know Mars and Io are both located in Earths solar system but they are important places in the B5 universe.)
Minbari Federation
Leaders: Dhukat, Delenn, Neroon
UU: Emfeeli
Planets: Minbar, Minbari Protectorate, Border World
Centauri Republic
Leaders: Londo Mollari, Lord Refa, Emperor Cartagia
UU: Valarius
Planets: Centauri Prime, Immolan V, Ragesh III, Beta I, Tolonius VII
Narn Regime
Leader: GKar, Citizen GKar, Councillor NaFar
UU: Pride of the KhaRi
Planets: Narn homeworld, Shi, Dross, Zok, Quadrant 14, Quadrant 37
Drakh
Leader: Councillor Lashan, Rimush, Sharkali, Shivkala
UU:
Planets: Zhadum
The Drakh served the Shadows, their original homeworld is unknown but they considered Zhadum to be their home. This world was destroyed during the Great War forcing them to become nomadic before settling again on Centauri Prime.
The next races are all considered Minor races in the B5 universe and as such could be grouped together as Barbarians or start as the League of Non Aligned Worlds (a decision for later).
Dilgar
Leader: Warleader Jhadur
UU:
Planets:
Their sun went Nova and the entire race died but before this they had tried to colonise other worlds in a war of conquest. Little else is known of this race.
Pakmara
Leader: Vlur/Nhar, Nug/Ulg
UU:
Planets: Melat
Drazi
Leader: Vizak, Juphar Trkider
UU:
Planets: Zhabar, Shambah III
Brakiri
Leader: Lethke Zum Bartrado, Kullenbrack, Yabc Ftoba
UU:
Planets: Brakir
Ipsha
Leader: Wushmeshkeshlep Fo
UU:
Planets:
Vree
Leader: Milashi Voktal
UU:
Planets:
Markab
Leader:
UU:
Planets:
Shlassan
Leader: Lemm UhEkim
UU:
Planets:
Abbai
Leader: Kalika Qwalmizra
UU:
Planets:
Hyach
Leader: Miziri Tal, Hyach Patriarch
UU:
Planets:
Gaim
Leader: Shelah
UU:
Planets:
Llort
Leader: Suarez Ciltlakh
UU:
Planets:
Technology and concepts
Fission power
Communications lasers
Planetary construction
Early space exploration
Space exploration
Laser weapons
Early orbital engineering
Suspended animation
Fusion power
Fusion weapons
Zero gravity training
Orbital engineering
Advanced orbital engineering
Hydroponics
Particle weapons
X-ray Laser
Ship construction
Small attack craft - Required to build fighters and bombers
Artificial gravity theory
Terra-forming
Pulse weapons
Plasma weapons
First contact protocols - Can only be researched after an alien race has been met or alien artefacts have been discovered
Language translation - enables tech trading
Universal language - enables players to establish an embassy with another race
Xeno-biology
Ion power
Ion weapons
Rail weapons
Mass drivers
Organic technology
Data storage
Energy mines
Advanced data storage
Doomsday weapon
Galactic diplomacy
Ground troops - replaces the planetary defence ship. 1 ground unit per population point on a planet
Marines carried by invasion ships or troop transports. These units are the only way to capture a star system.
Artificial gravity
Hyperspace theory - Required to build and use hyperspace (jump) gates
Hyperspace vortex generators - Required to build hyperspace (jump) gates
Hyperspace gates
Plasma engine
Ion/particle engine
Gravimetric engine
Jump engines
Matter/antimatter
Quantum singularity
ZPF Hyperspace tap
Credit chit
Common Units:
These units can be built by any civilisation.
- Mining vessel
- Scout
-Explorer
- Colony
- Fighters
- Bombers
- Corvette
- Frigate
- Destroyer
- Cruiser
- Dreadnought
- Merchant Transport
- Passenger Liner
- Troop Transport
- Starbase
Religion/races:
Each Race has its own religion/s which wont spread out to other races. So, rather than have religions I would use races.
A conquered world would automatically have 2 races, the original owners and the conquerors. There could be an option to suppress race, which would in effect be the extermination of all the original owners population. Thus, when you capture a world instead of being given the option to Raze, Install new Governor or Liberate. Raze would be replaced by Suppress Population leading to unrest and a negative response from other races. Installing a new governor each time a system is conquered by a different race would add another race to the mix.
If a race chooses to suppress a population it would take 1 ground unit 1 - 3 turns per population point to remove a race from a system. Automatic effects of this would be a -3 relations hit with the race being suppressed, a -1 relations hit with all other races. Spies can assist the race being suppressed by supporting an armed uprising, which could overwhelm the resident garrison and revert the system back to the original race. A form of culture flip.
Races will also be able to grant sanctuary to a race being suppressed, which gains a -3 relation hit with the suppressing race/s and a +1 relations bonus to all other races.
Civics
Government Civics
Frontier - Starting Civic
Monarchy -
Police State -
Technocracy -
Democracy -
Military Civics
Traditional - Starting Civic
Pacifism -
Peace Keeping -
Combat Ready -
Full Mobilisation -
Labour Civics
Default - Starting Civic
Slave State -
Caste System -
Mechanised Workforce -
Utopia -
Economic Civics
Simple economy Starting Civic
Planned economy -
Industrial Economy -
Green Economy -
War Economy -
Racial Civics
Foundationist - accepts all other races as equals
Xenophobic - views all other races as inferior
Corporations
Tourism Inc
Commercial enterprises
Flarn, Brivarii and Spoo
Random Events
Telepaths - +2 Espionage/turn in all systems throughout the player empire
Fugitives
Terrorist bombings
Shadows/Vorlons/First Ones
Famine
Food surplus
Mutai - This event can occur multiple times after contact with other races has been established. A choice of + 250 Culture, a variable cash bonus or a boost to alien relations +1 for the host. Small chance that alien races will be offended the first time a race hosts this competition 2 to all alien relations
Ancient texts/alien artifacts - This event can occur once for each planet in a non-homeworld system. Reveals existence/proof of alien life if no other races have been met and a bonus to a random undiscovered tech.
Discovery of a Jump Gate - Gives a bonus to research of hyperspace theory. Enables faster transport to other star systems with Jump Gates.
Ion storm disrupts communications and shipping routes
Independence movement
Solar flares
Hostile indigenous life-form (on new worlds only)
Commerce raiders - Spawns a pirate fighter adjacent to a star system which can intercept all commercial traffic within a system. Unless the fighters are dealt with they will automatically spawn another fighter after a number of turns. Once there are 4 pirate fighters operating around a system a Command and Control Ship/Carrier is spawned which enables the pirate menace to spread to other systems.
Presidential Coup - Causes anarchy throughout an empire for 1 to 4 turns
Great Wonders
Babylon Station
Great People
Great people have their place in the B5 universe but their abilities need to be changed. All can still be added to a system as they can a city in standard Civ IV. They cannot be used to lightbulb a technology.
Generals can lead units or establish Military academies - consumes the great person
Merchants can establish an embassy with another race - consumes the great person.
Scientists can cure a plague outbreak - consumes the great person
Prophets - Lady Ladira, Lady Morella, Elric, GQuan, Morden, Sebastian, Jecinda, Korrinine, Lavindra, Isdrell, Galen, Blaylock
Scientists - JhaDur, Franklin, Lillian Hobbs, Sarah Chambers, Lazarenn
Engineers - Zathras, Zathras, Zathras Zathras, Zathras, Zathras, Zathras, Zathras
Generals/Warleader - Hague, Franklin, Shakiri, GSten, NaTok, Ivanova
Artists - Shal Mayan
Merchants - Catherine Sakai, Mr Chase, William Edgars
Spies - Marcus Cole, Michael Garibaldi, Minister Durano, Number One, Alfred Bester, Wade Williams
Common Buildings
Nuclear power station - +25% production, -1 Health, -1 Happiness
Planetary communications network - +1 Happiness, +1 Culture
Satellite network - +1 Culture
Fusion power station - Removes negative effects of Nuclear power station
Space station - Treat as a castle effects do not expire
Orbital shipyard - +25% faster ship production
Hydroponics facility - +2 Health
Terraforming station - converts hostile environment to habitable - +2 Health
Research Station
Military Academy
Victory
Time, Conquest, Domination, Culture as usual
Diplomatic Victory - Form the Inter Stellar Alliance
Religious Victory - None
As you can see this is a work in progress. Ill be adding to this as often as time and work permit. Any suggestions or work anyone can do on this would be welcomed. Guidance in helping me learn how to do some of the work myself would also be appreciated. How do you make a change to something in Python or XML when you cant even open Python or XML to find out whats in them?
I Look forward to hearing from anyone on this proposal.
Maps
The standard map generator for FF is should be sufficient for our needs with only some minor changes.
The map would need to be fixed, no x or y wrap around. The map edges would simulate the Rim of Space thus; any ships going Beyond the Rim are lost.
Asteroid fields should be treated in a similar manner to forests in standard CivIV. A mining ship would go out to the asteroid field and spend a number of turns there before returning or travelling on to another star system to offload its cargo where it is turned into hammers. If a resource is found in an asteroid field the mining ship can construct a mining facility which would consume the unit.
Resources
Resources can be found on the planets as well as in asteroid fields and should include: -
Iron
Titanium
Gold
Silver
Platinum
Crystal Data storage
Water - Gives 2 resources, Hydrogen and Oxygen
Quantium 40 Required to power Jump gate
Civilisations
Each Civilisation will have its UU as a flagship of which only one can be built at a time
Earth Alliance
Leaders: William Morgan Clark, John Sheridan, Jeffrey Sinclair
UU: Either The Alexander or The Agamemnon
Planets: Earth, Mars, Io, Proxima III, Orion VII, Tau Ceti IV, Deneb IV, and Arisa
(I know Mars and Io are both located in Earths solar system but they are important places in the B5 universe.)
Minbari Federation
Leaders: Dhukat, Delenn, Neroon
UU: Emfeeli
Planets: Minbar, Minbari Protectorate, Border World
Centauri Republic
Leaders: Londo Mollari, Lord Refa, Emperor Cartagia
UU: Valarius
Planets: Centauri Prime, Immolan V, Ragesh III, Beta I, Tolonius VII
Narn Regime
Leader: GKar, Citizen GKar, Councillor NaFar
UU: Pride of the KhaRi
Planets: Narn homeworld, Shi, Dross, Zok, Quadrant 14, Quadrant 37
Drakh
Leader: Councillor Lashan, Rimush, Sharkali, Shivkala
UU:
Planets: Zhadum
The Drakh served the Shadows, their original homeworld is unknown but they considered Zhadum to be their home. This world was destroyed during the Great War forcing them to become nomadic before settling again on Centauri Prime.
The next races are all considered Minor races in the B5 universe and as such could be grouped together as Barbarians or start as the League of Non Aligned Worlds (a decision for later).
Dilgar
Leader: Warleader Jhadur
UU:
Planets:
Their sun went Nova and the entire race died but before this they had tried to colonise other worlds in a war of conquest. Little else is known of this race.
Pakmara
Leader: Vlur/Nhar, Nug/Ulg
UU:
Planets: Melat
Drazi
Leader: Vizak, Juphar Trkider
UU:
Planets: Zhabar, Shambah III
Brakiri
Leader: Lethke Zum Bartrado, Kullenbrack, Yabc Ftoba
UU:
Planets: Brakir
Ipsha
Leader: Wushmeshkeshlep Fo
UU:
Planets:
Vree
Leader: Milashi Voktal
UU:
Planets:
Markab
Leader:
UU:
Planets:
Shlassan
Leader: Lemm UhEkim
UU:
Planets:
Abbai
Leader: Kalika Qwalmizra
UU:
Planets:
Hyach
Leader: Miziri Tal, Hyach Patriarch
UU:
Planets:
Gaim
Leader: Shelah
UU:
Planets:
Llort
Leader: Suarez Ciltlakh
UU:
Planets:
Technology and concepts
Fission power
Communications lasers
Planetary construction
Early space exploration
Space exploration
Laser weapons
Early orbital engineering
Suspended animation
Fusion power
Fusion weapons
Zero gravity training
Orbital engineering
Advanced orbital engineering
Hydroponics
Particle weapons
X-ray Laser
Ship construction
Small attack craft - Required to build fighters and bombers
Artificial gravity theory
Terra-forming
Pulse weapons
Plasma weapons
First contact protocols - Can only be researched after an alien race has been met or alien artefacts have been discovered
Language translation - enables tech trading
Universal language - enables players to establish an embassy with another race
Xeno-biology
Ion power
Ion weapons
Rail weapons
Mass drivers
Organic technology
Data storage
Energy mines
Advanced data storage
Doomsday weapon
Galactic diplomacy
Ground troops - replaces the planetary defence ship. 1 ground unit per population point on a planet
Marines carried by invasion ships or troop transports. These units are the only way to capture a star system.
Artificial gravity
Hyperspace theory - Required to build and use hyperspace (jump) gates
Hyperspace vortex generators - Required to build hyperspace (jump) gates
Hyperspace gates
Plasma engine
Ion/particle engine
Gravimetric engine
Jump engines
Matter/antimatter
Quantum singularity
ZPF Hyperspace tap
Credit chit
Common Units:
These units can be built by any civilisation.
- Mining vessel
- Scout
-Explorer
- Colony
- Fighters
- Bombers
- Corvette
- Frigate
- Destroyer
- Cruiser
- Dreadnought
- Merchant Transport
- Passenger Liner
- Troop Transport
- Starbase
Religion/races:
Each Race has its own religion/s which wont spread out to other races. So, rather than have religions I would use races.
A conquered world would automatically have 2 races, the original owners and the conquerors. There could be an option to suppress race, which would in effect be the extermination of all the original owners population. Thus, when you capture a world instead of being given the option to Raze, Install new Governor or Liberate. Raze would be replaced by Suppress Population leading to unrest and a negative response from other races. Installing a new governor each time a system is conquered by a different race would add another race to the mix.
If a race chooses to suppress a population it would take 1 ground unit 1 - 3 turns per population point to remove a race from a system. Automatic effects of this would be a -3 relations hit with the race being suppressed, a -1 relations hit with all other races. Spies can assist the race being suppressed by supporting an armed uprising, which could overwhelm the resident garrison and revert the system back to the original race. A form of culture flip.
Races will also be able to grant sanctuary to a race being suppressed, which gains a -3 relation hit with the suppressing race/s and a +1 relations bonus to all other races.
Civics
Government Civics
Frontier - Starting Civic
Monarchy -
Police State -
Technocracy -
Democracy -
Military Civics
Traditional - Starting Civic
Pacifism -
Peace Keeping -
Combat Ready -
Full Mobilisation -
Labour Civics
Default - Starting Civic
Slave State -
Caste System -
Mechanised Workforce -
Utopia -
Economic Civics
Simple economy Starting Civic
Planned economy -
Industrial Economy -
Green Economy -
War Economy -
Racial Civics
Foundationist - accepts all other races as equals
Xenophobic - views all other races as inferior
Corporations
Tourism Inc
Commercial enterprises
Flarn, Brivarii and Spoo
Random Events
Telepaths - +2 Espionage/turn in all systems throughout the player empire
Fugitives
Terrorist bombings
Shadows/Vorlons/First Ones
Famine
Food surplus
Mutai - This event can occur multiple times after contact with other races has been established. A choice of + 250 Culture, a variable cash bonus or a boost to alien relations +1 for the host. Small chance that alien races will be offended the first time a race hosts this competition 2 to all alien relations
Ancient texts/alien artifacts - This event can occur once for each planet in a non-homeworld system. Reveals existence/proof of alien life if no other races have been met and a bonus to a random undiscovered tech.
Discovery of a Jump Gate - Gives a bonus to research of hyperspace theory. Enables faster transport to other star systems with Jump Gates.
Ion storm disrupts communications and shipping routes
Independence movement
Solar flares
Hostile indigenous life-form (on new worlds only)
Commerce raiders - Spawns a pirate fighter adjacent to a star system which can intercept all commercial traffic within a system. Unless the fighters are dealt with they will automatically spawn another fighter after a number of turns. Once there are 4 pirate fighters operating around a system a Command and Control Ship/Carrier is spawned which enables the pirate menace to spread to other systems.
Presidential Coup - Causes anarchy throughout an empire for 1 to 4 turns
Great Wonders
Babylon Station
Great People
Great people have their place in the B5 universe but their abilities need to be changed. All can still be added to a system as they can a city in standard Civ IV. They cannot be used to lightbulb a technology.
Generals can lead units or establish Military academies - consumes the great person
Merchants can establish an embassy with another race - consumes the great person.
Scientists can cure a plague outbreak - consumes the great person
Prophets - Lady Ladira, Lady Morella, Elric, GQuan, Morden, Sebastian, Jecinda, Korrinine, Lavindra, Isdrell, Galen, Blaylock
Scientists - JhaDur, Franklin, Lillian Hobbs, Sarah Chambers, Lazarenn
Engineers - Zathras, Zathras, Zathras Zathras, Zathras, Zathras, Zathras, Zathras
Generals/Warleader - Hague, Franklin, Shakiri, GSten, NaTok, Ivanova
Artists - Shal Mayan
Merchants - Catherine Sakai, Mr Chase, William Edgars
Spies - Marcus Cole, Michael Garibaldi, Minister Durano, Number One, Alfred Bester, Wade Williams
Common Buildings
Nuclear power station - +25% production, -1 Health, -1 Happiness
Planetary communications network - +1 Happiness, +1 Culture
Satellite network - +1 Culture
Fusion power station - Removes negative effects of Nuclear power station
Space station - Treat as a castle effects do not expire
Orbital shipyard - +25% faster ship production
Hydroponics facility - +2 Health
Terraforming station - converts hostile environment to habitable - +2 Health
Research Station
Military Academy
Victory
Time, Conquest, Domination, Culture as usual
Diplomatic Victory - Form the Inter Stellar Alliance
Religious Victory - None
As you can see this is a work in progress. Ill be adding to this as often as time and work permit. Any suggestions or work anyone can do on this would be welcomed. Guidance in helping me learn how to do some of the work myself would also be appreciated. How do you make a change to something in Python or XML when you cant even open Python or XML to find out whats in them?
I Look forward to hearing from anyone on this proposal.